#include "a_sharedglobal.h" #include "p_local.h" #include "g_level.h" #include "r_sky.h" #include "p_lnspec.h" #include "b_bot.h" #include "p_checkposition.h" IMPLEMENT_CLASS(AFastProjectile, false, false, false) //---------------------------------------------------------------------------- // // AFastProjectile :: Tick // // Thinker for the ultra-fast projectiles used by Heretic and Hexen // //---------------------------------------------------------------------------- void AFastProjectile::Tick () { int i; DVector3 frac; int changexy; ClearInterpolation(); double oldz = Z(); if (!(flags5 & MF5_NOTIMEFREEZE)) { //Added by MC: Freeze mode. if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN) { return; } } // [RH] Ripping is a little different than it was in Hexen FCheckPosition tm(!!(flags2 & MF2_RIP)); int count = 8; if (radius > 0) { while ( fabs(Vel.X) > radius * count || fabs(Vel.Y) > radius * count) { // we need to take smaller steps. count += count; } } // Handle movement if (!Vel.isZero() || (Z() != floorz)) { // force some lateral movement so that collision detection works as intended. if ((flags & MF_MISSILE) && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage()) { Vel.X = MinVel; } frac = Vel / count; changexy = frac.X != 0 || frac.Y != 0; int ripcount = count / 8; for (i = 0; i < count; i++) { if (changexy) { if (--ripcount <= 0) { tm.LastRipped.Clear(); // [RH] Do rip damage each step, like Hexen } if (!P_TryMove (this, Pos() + frac, true, NULL, tm)) { // Blocked move if (!(flags3 & MF3_SKYEXPLODE)) { if (tm.ceilingline && tm.ceilingline->backsector && tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum && Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(PosRelative(tm.ceilingline))) { // Hack to prevent missiles exploding against the sky. // Does not handle sky floors. Destroy (); return; } // [RH] Don't explode on horizon lines. if (BlockingLine != NULL && BlockingLine->special == Line_Horizon) { Destroy (); return; } } P_ExplodeMissile (this, BlockingLine, BlockingMobj); return; } } AddZ(frac.Z); UpdateWaterLevel (); oldz = Z(); if (oldz <= floorz) { // Hit the floor if (floorpic == skyflatnum && !(flags3 & MF3_SKYEXPLODE)) { // [RH] Just remove the missile without exploding it // if this is a sky floor. Destroy (); return; } SetZ(floorz); P_HitFloor (this); P_ExplodeMissile (this, NULL, NULL); return; } if (Top() > ceilingz) { // Hit the ceiling if (ceilingpic == skyflatnum && !(flags3 & MF3_SKYEXPLODE)) { Destroy (); return; } SetZ(ceilingz - Height); P_ExplodeMissile (this, NULL, NULL); return; } if (!frac.isZero() && ripcount <= 0) { ripcount = count >> 3; Effect(); } } } if (!CheckNoDelay()) return; // freed itself // Advance the state if (tics != -1) { if (tics > 0) tics--; while (!tics) { if (!SetState (state->GetNextState ())) { // mobj was removed return; } } } } void AFastProjectile::Effect() { FName name = GetClass()->MissileName; if (name != NAME_None) { double hitz = Z()-8; if (hitz < floorz) { hitz = floorz; } // Do not clip this offset to the floor. hitz += GetClass()->MissileHeight; PClassActor *trail = PClass::FindActor(name); if (trail != NULL) { AActor *act = Spawn (trail, PosAtZ(hitz), ALLOW_REPLACE); if (act != nullptr) { if ((flags5 & MF5_GETOWNER) && (target != nullptr)) act->target = target; else act->target = this; act->Angles.Pitch = Angles.Pitch; act->Angles.Yaw = Angles.Yaw; } } } }